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MathPRG MathProgrammer
Haven't fixed the editor grid yet, but I got the numerical keyboard to work. If you type backspace until the minimum value for a field is reached, typing will replace the first number, then will add on as if typing text. It keeps the value in range too. Next is the alphabetical keyboard!
2そうだね
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MathPRG MathProgrammer
@crazy pro Changing the name doesn't change the fact that it copies Scott's characters and the base game.
2そうだね
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MathPRG MathProgrammer
I accidentally broke the editor grid, but in the process I added two more useful things to BitByte MML! Now menus can be dragged around by their title bars, and I've started work on the keyboards.
3そうだね
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MathPRG MathProgrammer
The user will see "ENTER A NUMBER" on the console. If they type anything other than 19 and press enter, "YOU DID NOT ENTER 19." will appear on the console. If they entered 19 the program will output "YOU ENTERED 19!"
1そうだね
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MathPRG MathProgrammer
I hope my lengthy explanation isn't too complicated! Here's an example of these commands in action: INPUT "ENTER A NUMBER",NUM IF NUM!=19 THEN PRINT "YOU DID NOT ENTER 19." ELSE PRINT "YOU ENTERED 19!"
1そうだね
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MathPRG MathProgrammer
Oh, and ! is the NOT operator - using it on a number or variable will return the opposite output (TRUE/FALSE) When used in a condition like !=, it will invert that output as well. For example, IF VAR!=7 THEN will execute the commands after THEN as long as VAR is not 7.
1そうだね
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MathPRG MathProgrammer
A condition is false if it returns 0. In a binary comparison the result is zero if one side of the comparison does not relate to the other side in the way specified by the operator (==,!=,>=,<=,>,<) A condition is considered true if it returns anything other than zero. This means writing something like IF VAR THEN is valid, and will execute the commands after THEN as long as VAR is not zero.
1そうだね
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MathPRG MathProgrammer
For example, IF VAR==3 THEN commands will execute the commands only if the variable equals three. To see if something is equal you use two equal signs. You can also compare to a string (IF VAR$=="TEST" THEN commands) After ELSE put the commands you want executed if the condition is not true.
1そうだね
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MathPRG MathProgrammer
The dollar sign will make the output a string, so you can get text output. Leave this out if you want a number to be received. IF condition THEN commands if true ELSE commands if false The condition is a comparison which can be an expression, basically it's what you want to use to determine the result.
1そうだね
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MathPRG MathProgrammer
INPUT [prompt text],var/var$ This command takes user input via the keyboard. Prompt text is optional, it is simply a string (text put in quotation marks) that can be a question to ask the user. Leave out the comma if you don't use this. Var/var$ will be the variable to which the received user input will be saved.
1そうだね
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MathPRG MathProgrammer
*Sees a FNAFSB post* *Facepalms* *Sees people are STILL putting in efforts to stop a copyright infringing game from being taken down* *FACEPALM INTENSIFIES*
1そうだね
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MathPRG MathProgrammer
I can't connect my 3DS to the internet where I am now, though, and I won't be able to for over two weeks. Which means I can't post updates of my progress on the program, but I will still keep working on it!
0そうだね
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MathPRG MathProgrammer
Thanks! The main thing I didn't really like about it was the +/- buttons next to the input fields, they're so tall they look out of place. They took 24 pixels vertically but the field only took 16! I redid that so now the +/- buttons are only 8 pixels tall each.
0そうだね
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MathPRG MathProgrammer
Besides, you can still adjust notes to the tempo, and I myself can't see many cases where I might want to change tempo at a specific point in a song... If it would be an important feature it won't be difficult to implement though :D
0そうだね
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MathPRG MathProgrammer
You can change project settings later on, but this is for an initial value for the project. Because tempo is a global variable and affects all channels, it wouldn't make sense to put it under instrument or channel settings. I could add something that will let you change the tempo somewhere within the song but I hadn't initially planned it.
0そうだね
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プレイ日記
MathPRG MathProgrammer
Finished another menu! Now I need to add text input and make this actually create a project.
6そうだね
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MathPRG MathProgrammer
Don't NFC Museq and Litterbox have UIs? I wouldn't say mine is amazing, I mostly focused on making the buttons bigger and their functions more clear.
1そうだね
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MathPRG MathProgrammer
Here's the latest addition - I made the tool bar a separate sprite, so you can hide the big parts of the interface but the tool bar just stays in the corner.
3そうだね
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MathPRG MathProgrammer
In BGMSETD the song number is where you want to save the song - you must specify this same number to play your saved track with BGMPLAY. The label must be the same label your song data is written in.
0そうだね
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MathPRG MathProgrammer
Usually I would use MML stored in DATA commands myself. To do that, write a label where the song will be, and write as many DATA commands as needed to create your song. (You can write as much MML with one DATA command as you want, but adding more makes the code more readable.) Where you want the song saved, write: BGMSETD song number,label
0そうだね
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